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McHendrik

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  1. Not trying to necropost, but in Googling a NRE in KSP-AVC I see a very similar error to this OP. For me there is no mention of other mods. Just non-stop spamming (multiple per second) of these two: [LOG 16:33:01.445] KSP-AVC -> System.NullReferenceException: Object reference not set to an instance of an object at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KSP_AVC.DropDownList.DrawButton (System.String label, Rect parent, Single width) [0x00000] in <filename unknown>:0 at KSP_AVC.IssueGui.DrawActionButton (KSP_AVC.Addon addon) [0x00000] in <filename unknown>:0 at KSP_AVC.IssueGui.DrawUpdateIssues () [0x00000] in <filename unknown>:0 at KSP_AVC.IssueGui.Window (Int32 id) [0x00000] in <filename unknown>:0 [LOG 16:33:01.445] KSP-AVC -> System.ArgumentException: Getting control 4's position in a group with only 4 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KSP_AVC.DropDownList.DrawButton (System.String label, Rect parent, Single width) [0x00000] in <filename unknown>:0 at KSP_AVC.IssueGui.DrawActionButton (KSP_AVC.Addon addon) [0x00000] in <filename unknown>:0 at KSP_AVC.IssueGui.DrawUpdateIssues () [0x00000] in <filename unknown>:0 at KSP_AVC.IssueGui.Window (Int32 id) [0x00000] in <filename unknown>:0 Any way to stop these? I don't know what the "IssueGUI" window is, but there is no AVC window visible while I'm playing. My mods are all up-to-date and on restart I have no "Issues" presented. I end up with files in the GB range with nothing but this error.
  2. I am also experiencing this problem and it is crashing KSP (1.5.1) each time. KSP-AVC *IS* throwing constant NPEs that I've never been able to get rid of. I'm on Linux as well. You asked "when" it was building instantly. In my case the steps are: 1) Select the craft (in orbit) to build. 2) Drag slider for Machine Parts to 100% (I'm using the USI/MKS suite). 3) Note that I have enough Material Kits but no Specialized Parts. Click "build". 4) Hang. Have to kill the process. EDIT: The next UI dialog does open, the one that tracks construction %s, but the KSP is entirely unresponsive until killed. The last couple times nothing's shown at the bottom of the logs. But earlier tonight I saw two EL log entries. One said something like it had all the parts. The last line was "starting Physics" and hang. Sorry I can't help more, but the last few times it's hung there's been nothing in the logs that I could find.
  3. I'm impressed. Disabled "click-through" for flight mode, problem solved. I have no idea what "click-through" even means but... I'm not complaining. Service = 10/10, will download for free again.
  4. I am having a strange problem using EPL and the TriggerTech KerbalAlarmClock and USI mods. Or at least I think that's what it is. I can't post a screenshot because you can't SEE the problem. I'm pretty sure it is in EPL and its interaction with the alarm clock. Reproduce: Right-click a USI Orbital Shipyard whilst in orbit. Open the EPL UI <-- why I think it's an EPL bug. Select a ship and start building. Do NOT fast-forward to the end, leave it running. Put a Kerbal on EVA. Move the mouse between the center of the screen and the edges. A small invisible window in the center of the screen will disable the RCS when the mouse is over it. It also disabled drag for KIS/KAS, and most of the buttons on a right-click context menu. In fact, the right-click context menu tends to disappear when the mouse passes over the invisible window. I have noticed that if I switch from the Mission Control screen to orbit, a KerbalAlarmClock window for the EPL build will flash briefly (200-300ms) in the dead zone. (The window that flashes is the exact same window that actually presents when the build is done.) I am assuming this is because of how EPL is updating the alarm clock when the number of Kerbals in a station changes or something changes the ETA. (IE: I start a build with no Kerbals, add a few, ETA changes, alarm changes to match, handy! BUT... This bug makes it REALLY hard to RCS with a Kerbal, click right-click menu buttons, etc. if they're in the center of the screen. But only when an EPL build is running.) As soon as the alarm goes off and is closed, the problem goes away until the next build. I suspect most players fast-forward to end of every build right away and don't even notice this. I'm kinda RPG when I play so I tend to EVA and attach/etc. the last thing I built while the next build is running. I'm weird. I know. My only guess is that the synchronization logic between EPL and the Alarm Clock has a hidden window to keep the ETA accurate but something's not right with it, and it's interfering with the UI even if you can't see it.
  5. I have not gone interplanetary for a pretty simple reason: The game I want to play is influenced by all the SciFi I've read over the years, and is based on Kerbals living and working in space. I want to go to other planets using ships and fuel sourced from space itself. I love the challenge of having to come up with the funds for everything. Way back when, around 1.0, I played a career game until I'd unlocked everything and had scads of cash but hadn't left Kerbin SOI. It was getting grindy but I had everything I needed to catch asteroids, redirect them into orbit, and extract fuel. I had no further interest in building immense contraptions on the lauchpad after completing my first Apollo-ish multi-stage Mun landing and return. I had designs done for shuttles between all Kerbin system low orbits, and between low orbit and the surfaces, just needed a regular source of fuel in Kerbin's SOI. Except... of course... the physics were so broken that every ship in orbit just started exploding as soon as I caught my first asteroid and tried to move it. I took a LONG break, and came back recently (as soon as 1.1 was in Beta) and decided to play all over again with mods to get the game I wanted (USI-LS plus a few others). This time around the "base randomly flying into the air" and other bugs (wheels / etc.) stopped me before I even had a LKO station set up. Not to mention that with a job and a family I can't really afford the time to update all mods each time I do get a Sunday available to play. I debug broken code at work, I don't want to debug a game (and its mods) every time I have a chance to play. Currently I'm waiting for 1.2 and some indication that things are relatively stable before trying again. What I'm craving more than anything else is to fund further exploration via industry in space. (IE: recover those expensive payloads built in space for the cash. Grinding missions is not fun anymore.) I want to systematically establish space habitats, space industry, and conquer the Kerbol system, not look up launch windows online. I just haven't managed to bend KSP into that game yet, so I've never left the Kerbin system.
  6. So, this appears to be a known issue. I came up blank when searching (via Google) but when I went to the bug tracker for 1.1 and just started scanning subjects I found several. I believe the next build might fix this. People have reproduced the problem with stock vanilla. False alarm...
  7. First post, so hopefully I'm doing this right. I'm playing the 1.1 early release, and downloaded the mods... yesterday? Saturday? Let's say recently. On multiple occasions using The Mk V logistics rover and this morning with the Karibou rover, I have an issue when switching from the Space Center to a Kerbal that is on EVA, on the ground, on the grass, near KSC, near a rover on the grass. When the Kerbal is loaded (and it has to load, the quick-switch between vessels doesn't do this) the other craft "bounce". The logistics rover bounces ~100m into the air, so of course it blows up. The Karibou bounced ~10m and just turned over. I'm playing on Hard and can't save / quickload to make a save to reproduce from that game. Of course this is pretty frustrating to have a rover turn... over.. on hard but I'm trying to report a bug here? I just created a vanilla (no mods) sandbox game and tried to reproduce this bouncing issues with a few different types of stock rovers and a Kerbal on EVA near KSC. The "bounce" of the vessels does happen, but it's only a small amount, visually it looks more like 10cm. I can't reproduce a bounce of the same magnitude I see with the modded rovers. The bounce is most pronounced with brakes locked and landing gear supporting "some" of the weight off the wheels. Since I can't get a save with the "big bounce" on vanilla, I'm posting this "bug" here. One further item from trying to reproduce this: I thought it might be related to how the modded wheels can retract, and the stock ones can't (I don't think). That's why I tried having both the wheels and something structural on the grass at the same time. In some cases with the Karibou I had the wheels retracted and the gear down. With the Mk V Logistics rover I had the wheels retracted and the rover sitting on its base on the ground. In that case the wheels were very near the ground. The last time (this morning) the Logistics rover had wheels extended and the rest of the craft was up off the ground. In all cases the lighter craft bounced high enough to be damaged. I did do a search to see if this was described anywhere else but came up blank. If I could reproduce it in vanilla I'd report it to Squad. Obviously we're "testing" but having a rover randomly flip over from rest in Hard mode is... not fun.
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